Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Semi-Roguelike (mild) |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 27 / 69% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 27 on the 6th Allure 123rd year of Ascendancy at 08:40 0 / 2Killed by Nafenyru at level 27 on the 6th Allure 123rd year of Ascendancy at 10:49 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 19 (base 11) |
Constitution | 27 (base 13) |
Magic | 63 (base 58) |
Willpower | 29 (base 25) |
Cunning | 38 (base 36) |
Resources
Life | 336/336 |
Mana | 322/377 |
Soul | 7/14 |
Healing Factor | 1.1386945338482 |
Regeneration | 7.1168408365512 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 29.641450861482 |
See Invisible | 29.641450861482 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 30 |
Accuracy | 13 |
Crit Chance | 27% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +9% |
Cold | +31% |
All | 0% |
Lightning | +27% |
Light | +12% |
Mind | +15% |
Fire | +3% |
Nature | +15% |
Offense: Damage Penetration
Blight | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 44 (65.65183292883%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 31 |
Mental Save | 21 |
Defense: Resistances
Blight | + 22%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 33%( 70%) |
All | + 14%( 70%) |
Darkness | + 27%( 70%) |
Light | + 19%( 70%) |
Physical | + 31%( 70%) |
Fire | + 22%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Silence Resistance | 23% |
Confusion Resistance | 20% |
Knockback Resistance | 40% |
Stun Resistance | 69% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 304 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master necromancer | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Gloruldawe the brown bear. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the injured seer from death by Emelanor the rattlesnake. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Emaressra the snow giant. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by Polywen the snow giant. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Brightknave the pair of rough leather boots (0 def, 1 armour) Brightknave the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% light +9% blight Ignore resists +15% blight defense ------ Armor +1 Resistance +6% blight +3% light Silence Resist +23% Confus Resist +20% Stun Resist +24% A pair of boots made of leather. |
Light source | Shinecutter the brass lantern Shinecutter the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun +1 Str defense ------ Resistance +3% light Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +7 Infravision +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Adulera' (1 def, 8 armour) linen wizard hat 'Adulera' (1 def, 8 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Armor +8 Defense +1 (+1 eff.) Resistance +3% blight Unlife -80.00 life Blind Resist +10% other ------- Mana/turn +0.04 Psi/turn +0.11 A pointy cloth hat, very wizardly... |
Tool | It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | Sewerrip the copper ring Sewerrip the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% fire Ignore resists +15% nature defense ------ Resistance +9% fire +5% arcane +3% nature Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
On fingers | copper ring 'Silevea' copper ring 'Silevea'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Power +10 (+5 eff.) Damage +11% cold defense ------ Resistance +15% darkness +22% cold Unlife -20.00 life Life Regen +4.00 Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | surging yew bonestaff of might (20-24 power, 4 apr, cold element) surging yew bonestaff of might (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+3 eff.) Spellpower/crit +6 Damage +20% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Skysage the dwarven-steel gauntlets (0 def, 6 armour) Skysage the dwarven-steel gauntlets (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +1 Str +3 Dex offense ------ Physical Crit +12.0% Spell Crit +9% Mind Crit +10% Critical power +8.00% Damage +27% lightning defense ------ Armor +6 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | Glintfist the linen cloak (1 def, 0 armour) Glintfist the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% light When Hit 2 acid defense ------ Defense +1 (+1 eff.) Physical save +3 (+2 eff.) Life +52.00 Blind Resist +10% Pinning Resist +10% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 71; cd 14) healing infusion (heal 71; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 71 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -120; dur 8; cd 27) heroism infusion (die at -120; dur 8; cd 27)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -120 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 120 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -302; dur 7; cd 35) heroism infusion of the duelist (die at -302; dur 7; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -302 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 302 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 23%; mental; dur 3; cd 10) wild infusion of the duelist (res 23%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 15; cd 11) blink rune (range 4; phase 15; cd 11)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 6; phase 17; cd 12) blink rune of the warrior (range 6; phase 17; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, fire, light) Prismatic Rune (6 turns; lightning, physical, darkness, fire, light)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 3 darkness, 3 fire, 4 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 70; cd 16) shatter afflictions rune of the psychic (absorb 70; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 218; dur 5; cd 18) shielding rune (absorb 218; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 136; dur 4; cd 14) shielding rune of the warrior (absorb 136; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 136 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 155; dur 3; cd 18) shielding rune of the warrior (absorb 155; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 0; blocks 2; dur 4; cd 15) stormshield rune (threshold 0; blocks 2; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arthofast the copper amulet =10 stun= Arthofast the copper amulet =10 stun=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Str offense ------ When Hit 2 acid defense ------ Resistance +9% darkness +3% temporal Life +20.00 Stun Resist +10% Amulets make your neck look great! |
stabilizing copper amulet of constitution (+2) stabilizing copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +22% Amulets make your neck look great! |
warrior's copper amulet of mastery (0.12 Spell / Age of dusk) warrior's copper amulet of mastery (0.12 Spell / Age of dusk)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Masteries +0.12 Spell/Age of dusk Amulets make your neck look great! |
Cyrarin the steel amulet Cyrarin the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +1.0% Damage +3% physical Ignore resists +10% mind defense ------ Armor +8 Defense +15 (+8 eff.) Resistance +15% temporal Unlife -80.00 life Pinning Resist +29% Knockbk Resist +32% Amulets make your neck look great! |
Glintwrest the steel amulet =stats= Glintwrest the steel amulet =stats=0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +7 Cun +4 Con offense ------ Spell Crit +4% Critical power +5.00% Spellpower +4 (+1 eff.) Mindpower +20 (+8 eff.) Move Speed +10% Damage +5% acid +5% fire +5% cold +5% lightning defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue -5% Max Resistance +3% all Physical save +12 (+6 eff.) Life Regen +2.00 other ------- Stamina/turn +0.40 Light +1 Amulets make your neck look great! |
Silitta the steel amulet Silitta the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +1 Wil +3 Con offense ------ Spellpower/crit +2 other ------- Mana/turn +0.23 Max mana +20.00 Masteries +0.15 Spell/Grave Amulets make your neck look great! |
gold amulet 'Xerylekira' =saves= gold amulet 'Xerylekira' =saves=0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Con +4 Mag offense ------ Spell Crit +5% Physical Power +5 (+3 eff.) Spellpower +4 (+1 eff.) Damage +6% darkness +7% temporal +6% light +15% physical defense ------ Physical save +14 (+7 eff.) Spell save +16 (+8 eff.) Mind save +12 (+6 eff.) Unlife -80.00 life Amulets make your neck look great! |
wanderer's gold amulet of mastery (0.17 Spell / Staff combat) =stats= wanderer's gold amulet of mastery (0.17 Spell / Staff combat) =stats=0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +1.00 other ------- Stamina/turn +0.50 Masteries +0.17 Spell/Staff combat Amulets make your neck look great! |
marksman's copper ring of frost (+20%) marksman's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% cold Accuracy +4 (+4 eff.) defense ------ Resistance +20% cold Rings make your fingers look great! |
marksman's copper ring of nature (+20%) marksman's copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% nature Accuracy +4 (+4 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.15 cold and 11.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Ce'Nuba the ash magestaff (15-18 power, 3 apr, lightning element) Ce'Nuba the ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +6 (+2 eff.) Spellpower/crit +4 Damage +15% lightning +12% blight When Hit 8 arcane defense ------ Resistance +6% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+5 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+7 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
potent ash bonestaff of might (17-20 power, 3 apr, cold element) potent ash bonestaff of might (17-20 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +8 (+3 eff.) Damage +17% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, lightning element) yew magestaff (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Earozor (29-44 power, 2 apr) Earozor (29-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Ignore Shields +20% On-Hit, radius 1 +14 fire While equipped: Stats +2 Wil offense ------ Spellpower/crit +4 Damage +6% blight Ignore resists +25% arcane When Hit 6 blight other ------- Max mana +100.00 Massive two-handed mauls. |
dwarven-steel greatmaul 'Zoradar' (54-82 power, 2 apr) dwarven-steel greatmaul 'Zoradar' (54-82 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 54.5 - 81.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +14 blight +4 arcane On Hit: 20% Epidemic level 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 * 25% chance for lightning to strike from the target to a second target dealing 83 damage While equipped: offense ------ Critical power +10.00% Damage +6% arcane +12% temporal defense ------ Disease Resist +21% Massive two-handed mauls. |
stralite greatsword of massacre (60-97 power, 3 apr) stralite greatsword of massacre (60-97 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Master Weapon Damage 60.5 - 96.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% Massive two-handed swords. |
quick stralite longsword of shearing (34-48 power, 5 apr) quick stralite longsword of shearing (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego++] Master Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Ignore resists +9% all Accuracy +20 (+13 eff.) Ignore Armor +5 Sharp, long, and deadly. |
Shockmortal the steel dagger (12-16 power, 6 apr) Shockmortal the steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 light On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Ignore resists +25% lightning defense ------ Resistance +9% lightning +9% blight Spell save +3 (+1 eff.) Mind save +3 (+2 eff.) Blind Resist +10% Cut Resist +20% Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+8 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
honing thorny mindstar of life (8-9 power, 24 apr, nature damage) honing thorny mindstar of life (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +5% physical Ignore resists +4% physical defense ------ Resistance +5% physical Life +18.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating thorny mindstar of frost (10-10 power, 24 apr, mind damage) resonating thorny mindstar of frost (10-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Resonance +15% On-Hit 9 cold Damage +3% mind +8% cold Ignore resists +4% mind +8% cold defense ------ Armor +9 Resistance +4% mind +7% cold other ------- Psi when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of flames (12-13 power, 32 apr, mind damage) pulsing mindstar of flames (12-13 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +4% On-Hit 13 fire Damage +9% fire Ignore resists +11% fire defense ------ Resistance +12% fire other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty dwarven-steel steamgun mighty dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Str offense ------ Physical Power +5 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
slimey pouch of stralite shots of wind (22/22, 44-52 power, 5 apr) slimey pouch of stralite shots of wind (22/22, 44-52 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego] Nature/Disrupt Weapon Damage 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 22 Projectile Speed +200% On Hit: * 13% chance to slow global speed by 49% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 64 physical damage Shots are used with slings to pummel your foes to death. |
Stoketorrent the steel shield (0 def, 4 armour, 44 block) Stoketorrent the steel shield (0 def, 4 armour, 44 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex +3 Wil +2 Cun +9 Con offense ------ Damage +9% fire defense ------ Armor +4 Fatigue +8% Resistance +8% acid +7% fire +7% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield of acid resistance (+15%) (0 def, 4 armour, 43 block) shocking steel shield of acid resistance (+15%) (0 def, 4 armour, 43 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 17 lightning When Hit 4 lightning defense ------ Armor +4 Fatigue +8% Resistance +15% acid other ------- Talents +1 Block Handheld deflection devices. |
living dwarven-steel shield (0 def, 6 armour, 79 block) living dwarven-steel shield (0 def, 6 armour, 79 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Resistance +12% nature +12% blight Life +71.00 other ------- Talents +1 Block Handheld deflection devices. |
Smearblow the linen robe (0 def, 0 armour) =stats= Smearblow the linen robe (0 def, 0 armour) =stats=2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +3 Dex +5 Mag +5 Wil +4 Cun +2 Con offense ------ Damage +9% lightning +6% physical +9% nature +9% cold When Hit 4 nature defense ------ Resistance +6% lightning +7% cold +12% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blizzardrace the woollen robe (0 def, 0 armour) Blizzardrace the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +3% Critical power +15.00% Spellpower +15 (+5 eff.) Damage +9% cold Ignore resists +10% blight +15% cold defense ------ Resistance +9% all Spell save +9 (+4 eff.) other ------- Mana/turn +0.38 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 29.87 to 37.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
woollen robe (0 def, 0 armour) woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of protection (3 def, 4 armour) verdant cashmere robe of protection (3 def, 4 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Damage +8% nature defense ------ Armor +4 Defense +3 (+2 eff.) Resistance +11% all Physical save +18 (+9 eff.) Poison Resist +28% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of the mind (+14%) (0 def, 0 armour) verdant cashmere robe of the mind (+14%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +10% nature +14% mind defense ------ Resistance +14% mind +11% all Poison Resist +23% Disease Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brodysta the cured leather armour (8 def, 10 armour) =5 cun 5 dex= Brodysta the cured leather armour (8 def, 10 armour) =5 cun 5 dex=9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Spellpower/crit +2 Damage +9% blight When Hit 4 blight defense ------ Armor +10 Defense +8 (+4 eff.) Fatigue +7% Resistance +5% acid +6% cold Life +21.00 other ------- Max vim +20.00 Breathe water A suit of armour made of leather. |
prismatic steel mail armour of acid resistance (2 def, 6 armour) prismatic steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% acid +12% light +12% darkness A suit of armour made of mail. |
steel mail armour 'Yareharahell' (2 def, 6 armour) steel mail armour 'Yareharahell' (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Spellpower +10 (+3 eff.) Spellpower/crit +4 Damage +12% blight Accuracy +20 (+13 eff.) defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% lightning Spell save +12 (+6 eff.) Mind save +14 (+7 eff.) Healmod +15% other ------- Vim-on-crit +2.00 A suit of armour made of mail. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Mind save +10 (+5 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour (3 def, 8 armour) radiant dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +15% blight +15% darkness other ------- Light +1 A suit of armour made of mail. |
Ivaldavena (0 def, 9 armour) Ivaldavena (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Damage +3% mind defense ------ Armor +9 Fatigue +22% Resistance +9% blight +19% fire +9% mind other ------- Psi when Hit +0.16 A suit of armour made of metal plates. |
enlightening steel plate armour of the deep (0 def, 11 armour) enlightening steel plate armour of the deep (0 def, 11 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +11 Fatigue +22% Resistance +7% acid +6% cold Mind save +12 (+6 eff.) other ------- Breathe water A suit of armour made of metal plates. |
Forestbone the rough leather belt =2 con= Forestbone the rough leather belt =2 con=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Resistance +12% blight +3% temporal +3% nature Mind save +6 (+3 eff.) Silence Resist +10% A belt that goes around your waist. |
Khelichik the linen cloak (1 def, 0 armour) =2 str 6 con= Khelichik the linen cloak (1 def, 0 armour) =2 str 6 con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +6 Con offense ------ Mind Crit +2% defense ------ Defense +1 (+1 eff.) Physical save +9 (+5 eff.) other ------- Max psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Noonpall (2 def, 0 armour) =stats= Noonpall (2 def, 0 armour) =stats=2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +4 Con offense ------ Critical power +5.00% Damage +9% light Ignore resists +20% physical defense ------ Defense +2 (+1 eff.) Physical save +6 (+3 eff.) Spell save +9 (+4 eff.) other ------- Max mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Chamokaltholen' (2 def, 0 armour) =stats= cashmere cloak 'Chamokaltholen' (2 def, 0 armour) =stats=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Cun +2 Con offense ------ Mind Crit +2% Mindpower +25 (+10 eff.) defense ------ Defense +2 (+1 eff.) Physical save +8 (+4 eff.) Life +58.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =phase= spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =phase=2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +4 Wil defense ------ Defense +2 (+1 eff.) Resistance +17% darkness +15% temporal Spell save +8 (+4 eff.) Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% other ------- Max mana +51.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of hardened leather boots (0 def, 3 armour) blood-soaked pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 A pair of boots made of leather. |
Erelomas (0 def, 3 armour) =stats= Erelomas (0 def, 3 armour) =stats=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Mag +1 Cun +3 Con offense ------ Damage +3% arcane defense ------ Armor +3 Fatigue +2% Resistance +5% fire +5% arcane +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Erelasaldir the Noonpunish (0 def, 4 armour) =stats= Erelasaldir the Noonpunish (0 def, 4 armour) =stats=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Mag +3 Con offense ------ Critical power +20.00% Ignore resists +15% light defense ------ Armor +4 Fatigue +3% other ------- EQ when Hit +0.12 Light +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Xerille' (0 def, 4 armour) =stats= pair of dwarven-steel boots 'Xerille' (0 def, 4 armour) =stats=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +3 Con offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +4 Fatigue +3% Resistance +6% darkness other ------- Stamina/turn +0.50 Max stamina +14.00 See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves of archery (0 def, 2 armour) =stats= brawler's hardened leather gloves of archery (0 def, 2 armour) =stats=1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +2 Str +8 Dex +4 Cun offense ------ Accuracy +6 (+6 eff.) Ignore Armor +7 defense ------ Armor +2 Physical save +7 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of strength (+4) (0 def, 2 armour) =4 str= naturalist's hardened leather gloves of strength (+4) (0 def, 2 armour) =4 str=1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+4 eff.) On-Hit 6 nature Damage +5% nature defense ------ Armor +2 Resistance +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Haredogar' (0 def, 2 armour) =stats= dwarven-steel gauntlets 'Haredogar' (0 def, 2 armour) =stats=1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Wil +3 Con offense ------ Critical power +10.00% Physical Power +20 (+10 eff.) Spellpower/crit +4 Damage +18% arcane defense ------ Armor +2 Fatigue +3% Disarm Resist +34% other ------- Vim-on-crit +2.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Yvyreta' (0 def, 2 armour) dwarven-steel gauntlets 'Yvyreta' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Wil +5 Mag offense ------ Spell Crit +3% Critical power +20.00% Spellpower +5 (+2 eff.) On-Hit 9 lightning Damage +6% lightning Ignore resists +10% arcane defense ------ Armor +2 Fatigue +3% Resistance +7% lightning Spell save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Vim-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) steady dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +5% arcane Accuracy +7 (+6 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+3 eff.) Mind save +7 (+4 eff.) Disarm Resist +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lightfear the cashmere wizard hat (2 def, 0 armour) =2 str 5 con= Lightfear the cashmere wizard hat (2 def, 0 armour) =2 str 5 con=2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +3 Mag +5 Con offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +11% arcane Ignore resists +10% light defense ------ Defense +2 (+1 eff.) other ------- Psi/turn +0.12 EQ when Hit +1.90 Psi when Hit +1.00 Hate when Hit +0.80 Infravision +3 See Invisibility +6 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tonarintir the cashmere wizard hat (2 def, 0 armour) =7 cun= Tonarintir the cashmere wizard hat (2 def, 0 armour) =7 cun=2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +7 Mag +1 Wil +7 Cun offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Defense +2 (+1 eff.) Mind save +11 (+6 eff.) A pointy cloth hat, very wizardly... |
Frigidtreason (0 def, 3 armour) =20 silence= Frigidtreason (0 def, 3 armour) =20 silence=2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +1% Resistance +3% mind Physical save +12 (+6 eff.) Silence Resist +20% A cap made of leather. |
miner's rough leather cap of constitution (+3) (0 def, 2 armour) =3 con= miner's rough leather cap of constitution (+3) (0 def, 2 armour) =3 con=2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +2 Fatigue +1% other ------- Infravision +2 A cap made of leather. |
thaloren hardened leather cap of trickery (0 def, 3 armour) =4 dex 3 cun= thaloren hardened leather cap of trickery (0 def, 3 armour) =4 dex 3 cun=2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +3 Cun offense ------ Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Resistance +5% blight Mind save +8 (+4 eff.) A cap made of leather. |
Blindshaper the iron helm (0 def, 3 armour) =3 str 2 con= Blindshaper the iron helm (0 def, 3 armour) =3 str 2 con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +4 (+2 eff.) Ignore resists +5% blight defense ------ Armor +3 Fatigue +5% Resistance +12% blight +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Layumira' (0 def, 3 armour) =2 dex 3 cun water= iron helm 'Layumira' (0 def, 3 armour) =2 dex 3 cun water=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex +5 Mag +3 Cun defense ------ Armor +3 Fatigue +5% Resistance +8% cold other ------- See Invisibility +6 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prismreeve (0 def, 4 armour) =3 cun 3 dex= Prismreeve (0 def, 4 armour) =3 cun 3 dex=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +15% light Ignore resists +25% cold Ignore Armor +6 When Hit 4 light On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Armor +4 Fatigue +4% Resistance +6% nature other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of strength (+4) (0 def, 4 armour) =4 str= stabilizing dwarven-steel helm of strength (+4) (0 def, 4 armour) =4 str=3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +4 Fatigue +4% Physical save +14 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
107 alchemist agate 107 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 107.45 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.45 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Ivoldalaith the Nighthue (dig speed 29 turns) =stats= Ivoldalaith the Nighthue (dig speed 29 turns) =stats=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +6 Cun offense ------ Damage +9% darkness +3% fire defense ------ Resistance +6% darkness other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Snowbringer the steel torque of mindblast [power 180] (15 cooldown) Snowbringer the steel torque of mindblast [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Con +8 Wil offense ------ Damage +6% darkness When Hit 4 cold defense ------ Resistance +6% cold other ------- Light +3 Infravision +3 Blast the opponent's mind dealing 207 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Poletha the Arcbringer [power 260] (15 cooldown) =6 dex= Poletha the Arcbringer [power 260] (15 cooldown) =6 dex=2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +6 Dex offense ------ Damage +6% lightning Ignore Armor +1 defense ------ Crit Resistance 15.00% Poison Resist +10% Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 260 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
elm wand of conjuration 'Porymira' [power 100] (15 cooldown) =2 cun= elm wand of conjuration 'Porymira' [power 100] (15 cooldown) =2 cun=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Mag +2 Cun +2 Con defense ------ Defense +30 (+14 eff.) Resistance +3% light Unlife -40.00 life Fire a magical bolt dealing 103 fire damage Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Balarath the ash wand of shielding [power 218] (20 cooldown) =5 cun= Balarath the ash wand of shielding [power 218] (20 cooldown) =5 cun=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +5 Cun +1 Wil offense ------ When Hit 6 mind defense ------ Crit Resistance 10.00% other ------- Infravision +3 Create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Frozenrock [power 194] (15 cooldown) =5 str 4 con= Frozenrock [power 194] (15 cooldown) =5 str 4 con=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +5 Str +4 Con offense ------ Damage +6% cold When Hit 4 cold other ------- See Invisibility +12 Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (246 total damage) Puts all charms on 15 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Nafenyru the Shalore Necromancer level 25
59th Dusk 122nd year of Ascendancy at 01:45 see stats
By Nafenyru the Shalore Necromancer level 26
66th Dusk 122nd year of Ascendancy at 00:13 see stats
By Nafenyru the Shalore Necromancer level 27
5th Allure 123rd year of Ascendancy at 12:47 see stats
By Nafenyru the Shalore Necromancer level 21
40th Dusk 122nd year of Ascendancy at 22:20 see stats
By Nafenyru the Shalore Necromancer level 26
61st Dusk 122nd year of Ascendancy at 03:13 see stats
By Nafenyru the Shalore Necromancer level 10
8th Mirth 122nd year of Ascendancy at 22:04 see stats
By Nafenyru the Shalore Necromancer level 20
36th Dusk 122nd year of Ascendancy at 16:39 see stats
By Nafenyru the Shalore Necromancer level 23
56th Dusk 122nd year of Ascendancy at 07:31 see stats
By Nafenyru the Shalore Necromancer level 27
6th Allure 123rd year of Ascendancy at 08:01 see stats
By Nafenyru the Shalore Necromancer level 24
58th Dusk 122nd year of Ascendancy at 03:54 see stats
By Nafenyru the Shalore Necromancer level 26
2nd Allure 123rd year of Ascendancy at 22:41 see stats
By Nafenyru the Shalore Necromancer level 11
1st Summertide 122nd year of Ascendancy at 08:20 see stats
By Nafenyru the Shalore Necromancer level 9
8th Mirth 122nd year of Ascendancy at 11:15 see stats
By Nafenyru the Shalore Necromancer level 12
3rd Summertide 122nd year of Ascendancy at 19:58 see stats
By Nafenyru the Shalore Necromancer level 26
62nd Dusk 122nd year of Ascendancy at 10:35 see stats
By Nafenyru the Shalore Necromancer level 24
57th Dusk 122nd year of Ascendancy at 18:47 see stats
By Nafenyru the Shalore Necromancer level 26
62nd Dusk 122nd year of Ascendancy at 10:35 see stats
By Nafenyru the Shalore Necromancer level 15
10th Flare 122nd year of Ascendancy at 23:56 see stats
By Nafenyru the Shalore Necromancer level 27
6th Allure 123rd year of Ascendancy at 10:49 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Nafenyru casts Call of the Crypt.
Armoured skeleton warrior activates Bone Shield.
Armoured skeleton warrior activates Ruin.
Armoured skeleton warrior activates Bone Shield.
Armoured skeleton warrior activates Ruin.
Resting starts...
Talent Call of the Crypt is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Nafenyru casts Call of the Crypt.
Armoured skeleton warrior activates Bone Shield.
Armoured skeleton warrior activates Ruin.
Skeleton master archer activates Bone Shield.
Armoured skeleton warrior activates Bone Shield.
Armoured skeleton warrior activates Ruin.
Resting starts...
Talent Call of the Crypt is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!